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So, as I've been back in Astroflux of late, one thing has been in mind: How feasible is it to get to the integer limit with the coordinates, and what would happen if one does reach it?

My Prediction: The system would crash, and everyone disconnects.

Phase IFirst, we would need to acquire the time needed to get to said coordinates.

Question: Which system has the least amount of distance between coordinate integers?Why: This would show us which systems would be the easiest to travel.How: This would be done with tests based on time and distance. Throughout every system, calculations would be needed to see which system takes the least amount of distance to travel x amount of coordinates. This system will be used for actually travelling the system. There should be multiple tests upon multiple tests for accuracy.

Result: Mitrilion has the lowest amount of pixels in between coordinate points. This was tested via teleport by BayD3. Mitrilion had the highest score of 198 in a single teleport, Sarkinon had the lowest at 43.

Phase IIWe need to find the players that can go as fast as possible.

Question: Who can go the fastest that is able to participate?Why: This would minimize time needed to get to the integer limit.How: Multiple tests would be needed for this, to see who has the highest average speed. This would mean less time needed, meaning it could be possible to reach the distance in a reasonable amount of time.

Phase IIINext, we would need to figure the time it would take to reach said number on the coordinates.

Question: How long would it take to get to the integer limit?Why: This would allow us to prepare how long this journey would be.How: We would have to calculate the amount of time by putting the average time for the system with the smallest distance between coordinate points. This would determine how much time we would need to get to said number.

Phase IVFinally, we would travel the distance, if the average time needed is reasonable enough.

Question: Is it even remotely possible to travel this distance? If yes, go through with how.Why: We could see what would happen if we hit the limit.How: Fly within the system that has the fewest pixels between coordinates. This should be done if it is a reasonable amount of time (< or = to 2 days) in shifts.Result: Turns out RandomLucernian decided to fly to the limit. It turns out the game breaks when the limit is reached, wrapping around and able to go to positive intlimit and negative intlimit. The coordinates in Fulzar were +/-536871 for the boundary.

The integer limit is most likely 2^32, and you halve that, cause we're talking about positive and negative values here. That gives you roughtly 2 billion to the positive and another 2 billion for the negative.This sounds a lot like reaching the farlands in minecraft.You're welcome to try, hopefully you'll make it there by 2020 if you start now.

Most likely result: you'll wrap around and come out the other side proving the system loops on itself.

Now if for some odd reason astroflux uses a 64 bit integer then you can forget it, It's not getting done before the sun engulfs earth.

Yes, I made it to the limit. It was around coordinate 536800 in Fulzar, and it took ~5 hours of flying in explorer with the engine boost glitch on to get there. Things acted very weirdly on the negative side of the border; you could barely move around, and shots were often displaced.

Splat2012 wrote:Question: Which system has the least amount of distance between coordinate integers?Why: This would show us which systems would be the easiest to travel.[...]Result: Mitrilion has the lowest amount of pixels in between coordinate points. This was tested via teleport by BayD3. Mitrilion had the highest score of 198 in a single teleport, Sarkinon had the lowest at 43.

Just wanted to add two things:

Technically, Venturi actually has much less (the least, I suspect, though possibly tied with Neurona/Cynapsian) distance between map coordinates than Mitrilion.

Since it wasn't explicitly stated: The scale (i.e. distance between map coordinates) of a system doesn't actually matter; the limit is in pixel coordinates (i.e. absolute distance). Map coordinates themselves might theoretically be limited too, but it doesn't matter since even if they were, you'd hit the pixel coordinate limit long before the theoretical map coordinate limit (thereby preventing your map coordinates from getting any higher/lower).

Also, I assume you were using range ET on vindicator teleport when you measured the coordinates per teleport? I only got 142 coordinates per teleport in Mitrilion with vindicator teleport, but mine has speed ET on it.

Technically, Venturi actually has much less (the least, I suspect, though possibly tied with Neurona/Cynapsian) distance between map coordinates than Mitrilion.

Since it wasn't explicitly stated: The scale (i.e. distance between map coordinates) of a system doesn't actually matter; the limit is in pixel coordinates (i.e. absolute distance). Map coordinates themselves might theoretically be limited too, but it doesn't matter since even if they were, you'd hit the pixel coordinate limit long before the theoretical map coordinate limit (thereby preventing your map coordinates from getting any higher/lower).

1 - This was posted before the deathline exploit was widely known. Yes, I do believe the 3 deathline systems are the smallest px:coordinate ratio, though no one has tried Co-Op.

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AstroFlux is a MMO space shooter with numerous weapons, upgrades and abilities. Explore the galaxy and collect space junk to gain resources for new technologies.